Pandy's Recent Forum Activity

  • Ashley

    I think i worded it wrong in haste, but what i wanted to refer to was the 'Pick by evaluate' instance. And when i meant by 'game feel slow' i didn't mean lag, i meant the game progression is based on the picking, and since i made it every 3 ticks, it doesn't progress every tick but rather every 3rd ticks.

    Picking by evaluate every tick makes cpu usage high, right?

    And also, does cpu utilisation of functions come under 'events' or 'engine' in the debugger?

    Thanks.

    ( I might have worded some things wrong if you are unsure of what i'm trying to say. )

  • I have an event where i have to pick an object which come under certain conditions, and then call a function. This is seems to be cpu intensive at times. I made so that the object picking occurs only once every 3 ticks which has helped in reducing cpu usage, but it also makes the game feel slow. I was wondering if there were any plugins/behavior/tip/tricks to make object picking less cpu intensive.

  • Hey all,

    Is there a way or trick to reduce the draw cell cpu usage?. In my project there a lot of objects moving around. I have been able to reduce the cpu usage of my events to a point where the draw cells take up more cpu. So i was wondering if it can be reduced in any way.

    Thanks

  • Hey all,

    I just noticed in the debug that sprite fonts and text boxes have collisions set to enabled. How do i make them disabled on startup. Unlike normal sprites there are no options for sprite fonts to turn off their collisions.

    And also 'touch' also seems to use collisions to detect if it's touching an object or not. Is there a work around for this? I have a lot on sprites on screen and touching makes the collision check count jump to very high values.

  • That's good new. But it's another 12$. Guess it's not that much considering the circumstances. But with Scirra supporting Crosswalk, it should have a working free IAP plugin of it's own for the paid users.

    Golden era is about to begin. cross fingers.

  • Cranberrygame's Phonegap IAP plugin makes IAP possible in Crosswalk ?. All IAP services working as intended?

  • IntelRobert

    Any idea as to when we can expect IAP to be implemented. I'm sure many are ready to jump to crosswalk if/when it gets a working IAP system.

  • Hey all,

    So i went about trying to create a grid with the help of arrays, and i pretty much was able to do it with the help of 'For loops' and loopindexes. But it's only simple square or rectangle grids that i can create by manipulating the start/end indexes of the For loops. What i want to achieve is complex grids. For example a grid that looks like a circle, or where every even/odd row/column is shorter than the next row/column, or a grid with a hole in the center. Basically the ability to manipulate the grid with variables. I've grinded to a halt trying to get my head around it.

    If anyone can lead me to a possible solution, i'd really appreciate it.

  • So crosswalk can do iap?. I'm also not that big into ads, but the only thing keeping me from crosswalk was all the talk about the much lower fps than cjs, But if a game is simple enough i guess a lower stable fps is better than a higher jittering fps.

    And do you have any idea if multiplayer works with crosswalk. It doesen't with cjs apparently.

    I guess that you have to dig deep into how these webstorages work to fix the incompatibility. I've noticed where users complain about lost saved files after update and the comments weren't nice. So it's pretty critical for you.

    You can try to introduce the naming thing in a cjs version update. State in your game's google play page that the update is necessary/important/critical for further updates to work. Or maybe try adding the push notifications into your game, which reminds players of updating. Just trying to give some ideas. Best of luck

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  • jayderyu

    Thanks , i didn't know that. Have any idea if it works with crosswalk?.

  • sqiddster

    Sorry i used the wrong words. I meant in 'inspect' view. The drop in fps is only in the 'inspect' view, whereas the fps&cpu goes back to normal in the other views, i.e 'watch' and 'profile' view

    Now i'm aware of the drain, but it has gotten worse. I remember when i worked on my first project, and i used to get low fps, so i had to learn a lot and modify events and finally was able to get a stable 58-60 fps on my project in the 'inspect' view.

    fast forward a couple of months, i also started encountering lag as op when i previewed another project i was working on.So i previewed my first project which i had gotten 58-60 fps before, and i find that it's not giving 35-40 fps in 'inspect' view. But like others in this post, goes back to the normal 60fps in the other views(As opposed to before where i got 60fps in all views).

    I'm not techy so i'm not ready to point fingers, but i'm certain that something has changed somewhere to negatively affect C2.

  • Hey guys,

    Has anyone successfully tested mulyiplayer over android devices. I tried over the cjs app but it didn't work. I assume because the game was only being previewed through the app and not directly running from the phone.

    So has anyone been able to connect one android device to another and play successfully?

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Pandy

Member since 1 Mar, 2014

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